Unfortunately, an issue came up in the build we put together for tomorrow's planned deployment, so we're going to have to fix the issue and rebuild. This means that Update 24 will not be released tomorrow, but we're still targeting this week. We'll have exact downtime and release date details when we are ready to announce it.
These are something we talked about on ML.
They are not yet ready and are still a WIP and much has changed.
But they are coming!
Welcome to the Lamannia Release Notes for Dungeons & Dragons Online! These notes were posted on Thursday, November 13th, 2014. These notes are subject to change.
Of Special Note:
A new adventure pack is now available that continues the Xoriat story line in DDO!
A new free quest is now available that is linked to the Tyranny of Dragons story line!
Mirror of Glamering: Weapons and Auras
Weapons can now be created using the Mirror of Glamering! NOTE: The item from which the cosmetic copy is being made from is not consumed, nor altered. The created cosmetic item is Bound to Account. Items which have special racial requirements will create a cosmetic item with the same racial requirements. Items that appear and remain in the quest upon exit cannot be Glamered. The Mirror of Glamering can be purchased in the DDO Store, and can also rarely appear in Daily Dice.
The Mirror of Glamering will make a copy of the base look of a weapon, and will retain the weapon's particle effects (such as flaming.)
The weapon cosmetic will only display on your character when you are wielding a weapon with the same combat style. The current combat styles are one-handed, two-handed, quarterstaff, great axe, crossbow, repeating crossbow, bow, rune arm, orb, and shield-only.
Handwraps, and thrown weapons are not able to be made into cosmetics.
A Glamered Weapon Aura can be used to create a cosmetic "look" on a weapon (such as flaming.) An Aura recipe also exists that allows someone to remove the visual effect of their weapon (such as flaming.)
Glamered Weapon Auras do not function on bows, crossbows, or repeating crossbows.
News and Notes:
Airship Captains now give players the option to be dropped off in the Hall of Heroes in Eberron.
The Farshifter and Captain (with the Farshifter Amenity) now offer to take players to Three Barrel Cove.
Druid Fire and Water elemental forms have been buffed. The casting penalties to other damage types have been reduced to only the opposing type, and the bonus for the corresponding element has been increased. New text:
Wild Shape: Fire Elemental - Form: Transform into a Fire Elemental. While in fire elemental form, you have a +3 bonus to caster level and max caster level for fire spells, but your water spells have a -3 penalty to caster level and max caster level. You also gain a +10 racial bonus to Fire resistance, and a -10 penalty to cold resistance. While in Fire Elemental form you gain access to a number of spells that require it. You are considered an Elemental. You gain a +10 racial bonus to your saving throws against magical poisons, and racial immunity to natural poisons, sleep, paralysis, and stun, and a 100% bonus to fortification. If you are a warforged, you are no longer considered a Living Construct, and can now be healed normally by positive energy spells, and you become immune to repair spells.
Wild Shape: Water Elemental - Form: Transform into a Water Elemental. While in water elemental form, you have a +3 bonus to caster level and max caster level for water and cold spells, but your fire spells have a -3 penalty to caster level and max caster level. You also gain a +10 racial bonus to Cold resistance, a large bonus to your swim skill, and a -10 penalty to Electricity resistance. While in Water Elemental form you gain access to a number of spells that require it. You are considered an Elemental. You gain a +10 racial bonus to your saving throws against magical poisons, and racial immunity to natural poisons, sleep, paralysis, and stun, and a 100% bonus to fortification. If you are a warforged, you are no longer considered a Living Construct, and can now be healed normally by positive energy spells, and you become immune to repair spells.
Healing Amplification has been changed to be additive rather than multiplicative, in a way that benefits many players while minimizing the detrimental effects to players who have created characters with a very large amount of Healing Amplification. In addition to making Healing Amplifications additive, many sources of Healing Amplification have had their benefit doubled. Healing Amplification is now a rating, similar to Melee Power, Ranged Power, and Spell Power, in that it increases all healing by (100 + Rating)/100. Repair Amplification works the same, as well as values that allow Pale Masters to heal with Negative Energy healing.
Smite and Exalted Smite now how a faster animation with no delay at the end.
The Harper's Strategic Combat 2 benefit now works even if the character does not have Strategic Combat 1.
Fixed an issue that could cause the Divine Crusader Epic Destiny tree to not appear after spending points in an Enhancement tree.
Fixed an issue with the way clubs and scimitars worked with Kensei's One With the Blade.
Barbarian's Frenzied Berzerker enhancement tree has been adjusted. It now reads as follows:
Die Hard: (1 AP, Barbarian Level 1). You gain the Die Hard feat, and automatically stabilize when incapacitated.
Toughness: (1 AP, Barbarian Level 3). +20 hit points, +10 Healing Amplification
Frenzy: (1 AP, Barbarian Level 6). Activation Cost: 10 Hit Points. Cooldown: 30 seconds. Enter a frenzy, increasing your strength by +2 and adding Vicious to your melee weapons. This damage scales with 100% melee power. Passive: +5 Melee Power.
Toughness: (1 AP, Barbarian Level 12). You gain 10 Physical Resist Rating. You gain +60 hit points and +20 healing amplification.
Death Frenzy: (1 AP, Barbarian Level 18). Activation Cost: 20 Hit Points. Cooldown: 30 seconds. Expend 20 hit points to enter a Death Frenzy for one minute. You gain 4 strength. You increase your crit multiplier by an additional 1 when raging. Your melee weapons gain 'Greater Vicious'.(+4d6 damage to your attacks while dealing 1d3 damage to yourself per attack.) This damage scales with 100% melee power. Passive: +10 Melee Power
Storm’s Eye: (1 AP, Barbarian Level 20). Activate: You gain +1 melee damage. This damage bonus gains one stack every six seconds, up to 25 stacks. This ends when you are below 50% health. Activation Cost: 100 Hit Points. Cooldown: 3 minutes. Passive: +4 Constitution. +10 Melee Power. When Raging your melee attacks have a 5% chance to deal an 400 bludgeoning damage. This damage scales with 100% Melee Power.
Extra Rage: (1/1/1 AP). +1/+2/+3 Rage use per rest
Cracking Attack: Melee Attack: Deals +1/+2/+3[W] extra damage. Damaging enemies reduces their AC by -1/-2/-3 for 20 seconds. Activation Cost: 5 Hit Points. Cooldown: 30 seconds
Die Harder: Your range of unconsciousness extends +5/+10/+15 HP. When you drop below 1 health, you gain 10/20/30 temp hitpoints. This can only trigger once every five minutes.
Power Rage: +1/+2/+3 Strength while raging
Athletics: +1/+2/+3 Balance, Jump, Swim. Rank 3: When you activate Barbarian Rage, you gain +35% Action Boost bonus to movement speed for 20 seconds.
Angry Arms: (Requires: Two Handed Fighting, 1/1/1 AP) +1%/+2%/+3% chance of triggering weapon effects on glancing blows and +3%/+4%/+5% glancing blow damage.
Body Blow: (1/1/1 AP) Damaging enemies with Cracking Attack reduces their Fortitude saving throws by 1/2/3 for 20 seconds.
Blood Tribute: (1/1/1 AP) Gain +50/+100/+150 Temporary Health for one minute. Each epic level adds +25 temporary hitpoints. You have a stacking -1 penalty to constitution until you rest or die. (Cooldown: 3 seconds)
Extra Action Boost: (1/1/1 AP) +1/+2/+3 additional Action Boost use per rest.
Sprint Boost: (1/1/1 AP) +35%/40%/50% Action Boost bonus to movement speed for 20 seconds. Cooldown: 30 seconds.
Mad Munitions: (1/1/1 AP, Requires: Greater Two Handed Fighting, Angry Arms) +1%/+2%/+3% chance of triggering weapon effects on glancing blows and +3%/+4%/+5% glancing blow damage.
Blood Trail: (1/1/1 AP, Requires: Blood Tribute, Supreme Cleave) Supreme Cleave costs 3/6/10 fewer hit points to activate.
Supreme Cleave: (1/1/1 AP) Tactical Melee Cleave: Expend 10 hit points to activate this ability to attack enemies around you. This attack deals +1/+2/+3[W] damage. Activation Cost: 10 Hit Points, affected by Dungeon Scaling. Cooldown: 9/6/3 seconds.
Strength/Constitution: (2 AP) +1 Strength or Constitution
Crazy Strike: (1/1/1 AP, Requires: Body Blow) When you score a hit with Cracking Attack, for 12 seconds you gain +0.3/+0,6/+1[W] damage and 1/2/3 Melee Power.
Exhausting Blow: (1/1/1 AP) Melee Attack: Deals +2/+3/+4[W], 1d6/2d6/3d6 Strength, and 1d6/2d6/3d6 Dexterity damage. (Cooldown: 20 seconds)
Wade In: (1/1/1 AP, Requires: Supreme Cleave) When you Supreme Cleave, you gain +1 Primal bonus to Attack per enemy damaged, up to 3/6/10 maximum. Lasts for 4 seconds.
Strength/Constitution: (2 AP) +1 Strength or Constitution
Focus Wide: (2 AP, Requires: Mad Munitions) When you score a vorpal hit, you increase your chance of triggering weapon effects with glancing blows by +10% and gain +10% glancing blow damage for 12 seconds.
Focused Wrath: (2/2 AP) While raging, increases the critical multiplier of all weapons you use by 1/2 when you roll a natural 19 or 20 that is a confirmed critical hit.
Lash Out: (1/1/1 AP) Supreme Cleave has a 50%/75%/82% chance to cause bleeding to damaged enemies, inflicting up to 1/2/3 stacks. This can stack up to 5 times. Your Supreme Cleave also reduces the AC of enemies by 1/2/3 for six seconds. This stacks up to five times.
Multi-Selector: (2 AP)
Accelerated Metabolism: While raging you heal 2d6 hit points every 4 seconds. This healing scales with 100% Melee Power.
Raging Blows: While raging your melee attacks gain +1[W] to damage.
Tantrum: (2 AP) Tactical Melee Cleave: Expend 25 hit points to activate this ability and attack enemies around you. This deals +5[W] damage and has a 50% to knock down each damage enemy briefly on a failed Fortitude save vs. 10 + Strength modifier + Barbarian Level. Abilities that trigger on Supreme Cleave also trigger on Tantrum. (Blood Trail, Wade In, Lash Out, Sundering Spin, Storm's Eye)
Barbarian's Occult Slayer enhancement tree has been adjusted. It now reads as follows:
Weapon Bond: (1 AP, Barbarian Level 1). You build a psychic bond with your weapons. You strengthen this bond by damaging enemies with attacks. Each attack adds 1 to your weapon bond, up to a maximum of 200. Dying resets your weapon bond. Activate: Exhaust 1 Weapon Bond: Gain a +5 Insight bonus to Attack for 12 seconds. (Cooldown: 2 minutes) Changing weapons no longer resets your weapon bond. There is no longer a 1 second cooldown on gaining Bond stacks.
Resistance: (1 AP, Barbarian Level 3) +1 to all saving throws. Improve your barbarian damage reduction by +1. You gain +10 hit points.
Elemental Defense: (1 AP, Barbarian Level 6) When enemy spells deal elemental damage to you, there's a 25% chance you'll gain 25 temporary hit points for 30 seconds that scales with 100% Melee Power . This can trigger up to once every 12 seconds. (Elemental Damage includes Acid, Cold, Electric, Fire, Sonic.) Improve your barbarian damage reduction by +1. Passive: You gain +30 hit points and +20 healing amplification.
Blank Thoughts: (1 AP, Barbarian Level 12) You gain the Slippery Mind feat and improve your barbarian damage reduction by +1. Passive: You gain +5 Magical Resistance Rating, +60 hit points and +20 healing amplification.
Force Ward: (1 AP, Barbarian Level 18) You gain immunity to magic missiles and +5% Competence bonus to entirely avoid incoming Force damage. Improve your barbarian damage reduction by +1. Passive: You gain +5 Magical Resistance Rating, +100 hit points and +20 healing amplification.
Mind Over Magic: (1 AP, Barbarian Level 20) You gain a bonus to your Spell Resistance equal to your Constitution score. Passive: You gain +4 Constitution. You gain +10 Magical Resistance Rating, +150 hit points and +40 healing amplification.
Extend Rage: (1/1/1 AP) Your barbarian rage lasts [25/50/75]% longer.
Ear Smash: (1/1/1 AP) Melee Attack: Deals +0.5/+1/+1.5[W] damage. Damaged enemies can't cast spells for 2/4/6 seconds. (Cooldown: 12 seconds)
Parrying Bond: (1/1/1 AP) While Weapon Bond is 10+: +[2/4/6] Competence bonus to AC and +[1/2/3] to Magical Resistance Rating.
Uncanny Dodger: (1/1/1 AP) You gain +[1/2/3]% Dodge.
Awareness: (1/1/1 AP) +[1/2/3] Listen, Search and Spot. Rank 3: +1 Reflex Saving Throw
Willpower Rage: (1/1/1 AP) You gain +[1/2/3] to Will saving throws while raged.
Knockout: (1 AP) Ear Smash puts enemies to sleep for 6/12/18 seconds. On Vorpal, stunned enemies instead.
Guarding Bond: (1/1/1 AP)
You gain +4 Physical and Magical Resistance at Weapon Bond 30+.
You gain +4 Physical and Magical Resistance at Weapon Bond 30+, and another +4 at Weapon Bond 60+.
You gain +4 Physical and Magical Resistance at Weapon Bond 30+, another +4 at Weapon Bond 60+, and another +4 at Weapon Bond 90+.
Lessons of Travel: (1/1/1 AP) +[2/4/6] energy resistance against Acid, Cold, Electric, Fire and Sonic damage.
Antimagic Boost: (1/1/1 AP) Action Boost: +[2/4/6] Action Boost bonus to saving throws vs. magic (Cooldown: 30 seconds)
Bond of Retribution: (2 AP) While you are below 50% health you gain +1 critical damage multiplier on attack rolls of 19-20.
Lessons of Nature: (1/1/1 AP) You gain +[2/4/6] to save vs. both disease and poison. Rank 3: You don't fail disease or poison saving throws on a roll of 1.
Arcane Encumbrance: (1/1/1 AP) When enemies damage you with spells, there's a [10/20/30]% chance they'll be knocked down. (Does not affect bosses.)
Kinetic Bond: (1/1/1 AP) If weapon bond is 20+: Your attacks deal 1d20 force damage that scales with 200% Melee Power. This damage can trigger up to once every 3/2/1 seconds.
Constitution/Wisdom: (2 AP) Multi-selector: +1 Constitution or +1 Wisdom
Driving Force: Expend 60/45/30 weapon bond to gain 10 Melee Power for 12 seconds.
Viscious Strike: Melee Attack: Deals +1/+2/+3[W] damage and inflicts Feedback on the enemy for 6/12/18 seconds. (Cooldown: 12 seconds) Feedback - On Spellcast: Caster suffers 6-60 force damage. This damage is increased by the target's Spell Power.
Constitution/Wisdom: (2 AP) Multi-selector: +1 Constitution or +1 Wisdom
Bond of Destruction: (2 AP) Your Bond of Retribution doesn't have a health requirement.
Vampiric Bond: (1 AP) If weapon bond is 100+: Your weapon provides you 20 temporary hit points when you damage an enemy. These temporary hit points scale with 200% Melee Power. This can trigger at most once every 12/9/6 seconds.
Metalline Bond: (1 AP) Your equipped weapon gains the Metalline property. It bypasses Adamantine, Alchemical Silver, Byeshk, Cold Iron and Mithral damage reduction. No longer has pre-reqs or Bond requirements.
One Spirit: (1 AP, 3 Ranks) Expend all Weapon Bond. For bond expended you heal for 2 positive energy. This healing scales with 100% Melee Power. Passive: +10/+20/+30 HP, +4/8/12 MRR Cooldown: 120/60/15 seconds.
Seeker's Strike: (1 AP, 3 Ranks) Expend 50 stacks of weapon bond: Make a melee weapon attack for +1/3/5 (W) damage. This attack has a +1 critical threat range and a +1 critical multiplier.
Barbarian's Ravager enhancement tree has been adjusted. It now reads as follows:
Furious Rage: (1 AP, Level 1) When you are raging and miss your attack by rolling 1, you gain Fury for 6 seconds. Fury: +1 Rage bonus to attack and damage. This effect stacks up to 6 times, and one stack fades every 6 seconds.
Pain Touch: (1 AP, Level 3) Your melee attacks deal 1d6 extra damage. This damage scales with 100% Melee Power.
Demoralizing Success: (1 AP, Level 6) When you score a vorpal hit in melee, you inflict Crushing Despair on nearby enemies for 30 seconds on a failed DC 20 Will saving throw. You then inflict Vulnerable Will for 15 seconds, regardless of the Crushing Despair saving throw. Passive: You gain +30 hit points and +20 healing amplification.
Pain Touch: (1 AP, Level 12) Upgrades Pain Touch so your melee attacks deal 2d6 extra damage. This damage scales with 100% Melee Power. Passive: You gain +5 Magical Resistance Rating, +60 hit points and +20 healing amplification.
Subsiding Fury: (1 AP, Level 18) When you use Barbarian Rage, you gain 3 stacks of Fury. Passive: You gain +5 Magical Resistance Rating, +100 hit points and +20 healing amplification.
Visage of Terror: (1 AP, Level 20) Terrorize an enemy, killing them with fear if they fail a Will save vs 10 + Constitution modifier + half barbarian level. Enemies who make their saving throw are briefly paralyzed with fear instead. (Cost 1 Rage. Cooldown: 30 seconds. Passive: You gain +4 Constitution, +150 hit points and +40 healing amplification.
Ritual Scarring: (1/1/1 AP) +[1/2/3] Intimidate, Haggle and Physical Resistance.
Hate: (1/1/1 AP) Melee Attack: Deals +(1/2/3)[W] damage and generate extra threat. (Cooldown: 15 seconds)
Do You Like Pain?: (1/1/1 AP) When you are hit: [20/40/60]% chance attacker loses 10 AC.
Barbarian Power Attack: (1/1/1 AP, Requires Power Attack) Your Power Attack feat does 1/2/3 additional point of bonus damage.
Hardy Rage: (1/1/1 AP) +[1/2/3] Constitution when raging.
Fear me!: (2 AP, Requires: Ritual Scarring) When you intimidate, affected enemies are Shaken for 6 seconds.
Mutilate: (1/1/1 AP, Requires Hate) Hate additionally deals 1d4/1d6/1d8 Charisma damage and 1d4/1d6/1d8 Evil damage. The evil damage scales with 200% Melee Power.
I Like Pain: (1/1/1 AP, Requires: Do You Like Pain?) When you are hit: Small chance to gain 50/100/150 Temporary HP. The gain scales with 100% melee power.
Cruel Cut: (1/1/1 AP) Melee Attack: Deals 1d6/2d6/3d6 extra constitution damage as long as you damage your target. (Cooldown: 30 seconds)
Action Boost: Melee Power: (1/1/1 AP) Activate this ability to receive a +[10/20/30] Action Boost bonus to Melee Power for 20 seconds. (Cooldown: 30 seconds)
Aura of Fear: (1/1/1 AP, Requires: Fear Me!) Nearby enemies receive a -2 penalty to Strength and Charisma.
Rank 2: Nearby enemies receive a -2 penalty to Strength, Charisma, Dexterity and Wisdom.
Rank 3: Nearby enemies receive a -2 penalty to all ability scores.
Slaughter: (1/1/1 AP) Melee Attack: Deals +(5/7.5/10)[W] damage. (Cooldown: 30 seconds)
Festering Wound: (1/1/1 AP Requires: Cruel Cut) Cruel Cut additionally inflicts 1/2/3 5-seconds stacks of 1d6 Poison damage every 2 seconds and the target loses -50% healing amplification for 5/10/15 seconds. Damage stacks fade one at a time.
Constitution/Strength: (2 AP) +1 Constitution or Strength
Laughter: (2 AP, Requires: Slaughter) For many Ravagers, there's no Laughter without Slaughter.
When Slaughter damages an enemy, you gain 3 Fury. When Slaughter scores a critical hit on an enemy, you gain an additional 3 Fury.
I Hit Back!: (1/1/1 AP, Requires: I Like Pain) When you are hit: 20% chance to deal 2d8/4d8/6d8 chaotic damage to attacker.
Dismember: (1/1/1 AP, Requires: Festering Wound) Cruel Cut additional slows enemy movement speed, or slows attack speed, or deals 2d4/2d6/2d8 chaotic damage, or deals 6d4/6d6/6d8 chaotic damage. This chaotic damage scales with 200% Melee Power.
Constitution/Strength: (2 AP) +1 Constitution or Strength
Blood Strength: (2 AP) Each time you land a hit there is a 10% chance you are healed for a number of points equal to HALF your Barbarian level. Each time you kill an opponent you are also healed for the same amount. This healing scales with 100% Melee Power.
Bully: (1/1/1 AP, Requires: I Hit back!) You deal +[5/10/15]% damage to helpless enemies. Requires: I Hit back!
Critical Fury: (2 AP) While raging, each hit also grants 1 stack of Fury.
Critical Rage: (2 AP) Increases your critical threat range by 1/2 when raging.
Legendary Dreadnought's Master's Blitz benefit now starts with three stacks, instead of one.
Fury of the Wild's Adrenaline benefit has been reverted to its pre-Update 23 functionality, increasing damage dealt as a percentage instead of adding Melee and Ranged Power.
Anniversary Cards and future card recipes are now linked to their events, which means that the recipes created by combining various cards will only be available when the event is active. Anniversary Cards can no longer be used to make Anniversary Card recipes.
Festivult Cookies have seen some adjustments for 2014! The Lord of Blades Cookie now has Blade Barrier, the Marilith Cookie has Burning Blood, Suulomades Cookies now has Teleport (and can be used in public spaces), the Warforged Titan Cookie now has Titan's Grip, and the Web Cookie now has Rejuvenation Cocoon.
Players can now unlock the ability to use the Harper enhancement tree through the acquisition of 310 Harper favor. Visit the Harper Patron, Olarra Idlewist, located in the Eveningstar Tavern, to get started.
Heroic Durability's descriptive text now correctly states that the feat provides 30 Hit Points, rather than 25.
Shield Mastery and Improved Shield Mastery no longer function with Orbs.
Hall of Heroes
There is now an entrance to the Eberron Marketplace to the right of the entrance where players enter the Eberron Hall of Heroes from the Character Select screen. The entrance from The Marketplace now leads to this location as well.
A new Stormreach Teleporter has been created in a new room across from the location where players enter the Eberron Hall of Heroes from the Character Select screen.
There is now an Airship Access point next to the new Stormreach Teleporter in the Eberron Hall of Heroes.
There is now an exit to Eveningstar to the right of the entrance where characters enter the Forgotten Realms Hall of Heroes from the Character Select screen. The entrance from Eveningstar now leads to this location in the Forgotten Realms Hall of Heroes.
Exits to Eveningstar from the Hall of Heroes now give players the option to be sent to Eveningstar, the Eveningstar Cavern, Wheloon, or the Thunder Peaks.
There are now Bankers, Auctioneers, and General Vendors on the upper floor of both the Eberron and Forgotten Realms Hall of Heroes.
A Fatespinner has been added to both the Eberron and Forgotten Realms Hall of Heroes.
The hireling Custom AI menu now has Active/Passive categories for actions.
The drop rates of items in many quests have been increased, including:
The drop rate of the Animus Rune Arm from Devil Assault.
The drop rate of the Mad Lute and Mysterious Bauble items from The Weapons Shipment.
Drop rates on named items in the Sands of Menechtarun landscape.
Drop rates on named items in the quests located in the Menechtarun Desert have been increased on Elite and Epic difficulties.
Drop rates on Druid's Deep named items.
Drop rates on the High Road named items.
Drop rates on the Gianthold named items.
Drop rates on Disciples of Shadow named items.
Drop rates on the Wheloon quest chain named items.
Drop rates on Optional chests in the Storm Horns.
Drop rates on named items in Brothers of the Forge and A Study in Sable.
Drop rates for named loot in the Haunted Halls of Eveningstar.
Drop rates of Cormyrean items in Eveningstar Challenge chests.
Drop rates of King's Forest items.
Drop rates for Underdark quest named items.
Drop rates for Demonweb quest named items.
The drop rate of Eveningstar Commendations from the King's Forest, Underdark, and Demonweb quests no longer overlap with named item drops, making it more likely to get an item or Commendations.
The drop rate of Web of Chaos quest named items have been increased on Elite and Epic Elite difficulties.
Drop rates of Secrets of the Artificers quest named items have been increased slightly on Normal and Elite.
Drop rates of quest named items in The Red Fens.
Drop rates of Maleficent Cabal named items.
Drop rates of named quest items in The Xorian Cipher.
Drop rates on named quest items in Invaders!.
Drop rates on items in Garamol's chest in The Subterranean.
Drop rates on items in Restless Isles.
Unslotting a Golem's Heart Augment from a Purple or Green Augment Slot will no longer leave the slot unusable.
The Shining Crescent now works correctly with the Mirror of Glamering.
Quests and Adventure Areas:
The strength requirement in order to use the giant valves has been lowered.
There is now a visible 3rd buff icon for the Greater Heroism spell that shows the Fear Immunity effect of the spell (in addition to the spell's other benefits.)
The Social panel now defaults to the Guild tab after initial login.
The Looking For Group panel now loads groups upon initial open.
Doubleshot has now been added to the Character Sheet.
Fixed an issue that obscured the complete description of Epic Past Life and Iconic Past Life feats in the Reincarnation panel.
Content designer Knockback here. I’ve worked on dungeons such as “Eyes of Stone,” “The Snitch,” “A Study In Sable” and the Thunderholme adventure area, and I’m here to update you folks on some of the things we’re currently building for DDO.
Upcoming dungeons in Update 24
Update 24 will be previewed on Lamannia starting this weekend, so now seems like a good time to unveil its dungeons. Get ready for some surprises!
First up in Update 24 is a new content pack, Heart of Madness. The plane of Xoriat is encroaching on Eberron once again and the result is three dungeons full of Xorian insanity. Both the Lord of Eyes and the Lord of Stone are back, as well as some other fan favorite characters. (Hint – one of the dungeons is named “Fashion Madness.”) The centerpiece of the pack is “Terminal Delirium,” the follow-up to two of our most popular dungeons. Once again you’ll be returning to the Sleeping Spell Inn, and once again you’ll be seeing—and be turned into—some very unusual things. Heart of Madness is CR 18 Heroic/26 Epic, and is a paid pack (450 Turbine Points; free to VIPs of course.)
Also coming in Update 24 is a Forgotten Realms dungeon themed to tie in with Wizards of the Coast’s Tyranny of Dragons storyline. You’ll infiltrate a Cult of the Dragon base while on the trail of the fabled White Dragon mask. “The Mask of Deception” is CR 16 Heroic/30 Epic, and is free to everyone.
Hey, what happened to Anauroch?
Earlier we had mentioned Anauroch as one of the places we wanted to go in 2014. Obviously that’s not happening.
Why the change? It’s tempting to blame it all on Xorian madness, but the truth is we’ve been listening to what excites you guys when it comes to D&D settings. We may still make it to Anauroch eventually, but don’t expect it any time soon. It’s a long, long walk from Cormyr. Instead of the blazing hot desert, we’re going someplace cooler instead.
Future plans and Update 25
So what kind of cool things led to the detour away from Anauroch? One of them will be coming in Update 25. Since The Haunted Halls of Eveningstar was received so well, we’ve decided to adapt another classic pen-and-paper module to DDO. Rather than blabbing on, I’ll skip right to the awesome part and give you five simple words:
The Temple of Elemental Evil.
Yep, we will be creating our own version of the original, classic Temple inside DDO. We’re very excited about adapting one of the most famous modules in Dungeons and Dragons history, and we hope you are too.
In the meantime, though, we have a date with insanity. Hope to see everyone this weekend on Lamannia for a preview of Update 24!
Welcome to the Release Notes for Dungeons & Dragons Online! These notes were posted on Monday, October 27th, 2014.
Of Special Note:
Cosmetic Weapons and Shields
The Mirror of Glamering can now be used to create cosmetic shields and docents!
The resulting cosmetic is Bound to Account, and all racial requirements are retained.
The look of created Cosmetic docents will change depending on the body feat of the warforged wearing it (Adamantine, Composite, or Mithril), in the same way their associated armors change their look based on a warforged's body feat.
News & Notes:
The Second Mate's shop window now properly closes when a character walks away or teleports.
Fixed two stuck spots in the Orien Express Amenity.
A Game Hunter has now been added to the Game Hunter amenity.
Smite Evil and Exalted Smite now both have a shorter animation.
Returning (such as on thrown weapons) is no longer considered a magical effect, and is no longer suppressed by things like Mordenkainen's Disjunction.
Glamered items will no longer count as Exclusive, preventing a character from picking up the original non-Glamered item.
Glowing Eyes now work on Purple Dragon Knight characters.
Fixed an issue that caused the Harper Agent tree to lock up every time a point was added to it.
Knight of the Chalice's Divine Light now properly scales with Melee Power.
Knight of the Chalice's Divine Light no longer damages allies.
The Vanguard's Shield Rush now uses a custom knockdown effect with a proper DC for its saving throw.
The Vanguard's Shield Charge has been tuned to be more precise in relation to its target.
The Assassin's Venomed Blades enhancement no longer prevents sneak attacks.
Hirelings and Pets
Hirelings will now resurrect allies automatically when possible. It is also now possible to specify a hireling to resurrect during combat, or wait until combat has ended.
It is now possible to disable the pause in movement a hireling does when someone in the party is hit by a trap.
Hirelings told to stay put will no longer follow players after combat.
More hirelings that can heal themselves will no longer ask to be healed.
Melee hirelings told to stand their ground in a spot will no longer help their master when their master gets hit.
Hirelings now respond better to debuffs and spells.
Hirelings will now respond more quickly to companions being hurt.
Hirelings with Repair will now repair Iron Defenders.
Players can now customize the AI of their Iron Defenders and Druid Companions.
Iron Defenders with the Hunter of Boxes enhancement will now break boxes more reliably. If a character's Iron Defender stops breaking boxes, the player can press the "come to me" button on their hireling bar, after which point the Defender should once again break boxes.
Knives Eternal now allows a player to add its Primary Argument and Secondary Augment upgrade in either order.
Players who had their Epic Blademark's Docent or Epic Deneith Heavy Chain Vertigo benefit changed to +12 can now place those items into a Stone of Change to have them corrected.
The material type on new named armors released in Update 23 has been changed from mithril to steel. Note that these armors did not previously provide the mithril benefit, but had the mithril name associated with them in their material type.
Harrowed Wheeps are no longer healed from positive energy damage.
Quests and Adventure Areas
There is now a General Vendor in Eveningstar.
Menace of the Underdark
House of Death Undone
The quest minimap has been corrected to prevent map markers from being shifted.
Orchard of the Macabre
Fixed an issue where a mummy was underneath the platform he was resting on.
Fixed an issue where two of the Black Abbot's journals played the wrong audio.
Fixed an issue where two of Erandis Vol's journals played no sound.
Flesh Maker's Laboratory
Fixed an issue that could cause the Conduit Passage door to not open.
Inferno of the Damned
Cinnis the Cinderspawn is now more difficult on Epic difficulty.
The vector quest for Epic Inferno of the Damned now has its correct name in the Quest Journal.
Litany of the Dead
Mentau's Plaht Device debuff no longer persists until the player re-logs into the game.
The Mark of Death
Intercession Ward now blocks the Aura of Intercession.
Shadar-kai now dress themselves properly.
Lines of Supply
The Harpy Matriarch no longer stops functioning if a player abandons their conversation with her after succeeding a skill check.
Image Gallery images are no longer reset upon Epic, Iconic, or True Reincarnation.
The combat log text displayed when opening or closing the Mirror of Glamering has been fixed.